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rating
Ludopedia
7.3
rating
BGG
Our Verdict
FOR GENRE FANS
Want a bit more cunning in your Claim games? The Satyrs are here to add that extra spice!
Highlights
- Tactical flexibility in Phase 1
- Expands the base game
- New strategic possibilities
- Easy to integrate
Keep in mind
- Requires base game
- Specific phase rule
- Adds complexity
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About the game
What you do in a play session
If you're already into the vibe of Claim and Claim 2, get ready for another dose of strategy with the Satyrs expansion! This alternate faction arrives to shake up your games, adding a special twist to the trick-taking battles. The cool part is that it can be incorporated into both the original game and its sequel, offering more variety for those who already own these titles.
The main hook of the Satyrs lies in Phase 1: when the card in play is a Satyr, the second player gets a breather. They no longer have to stick to the main faction, which opens up a range of new tactical possibilities. This freedom can turn the game in your favor, allowing for bolder and more unpredictable plays. The basic rule that the highest numbered card wins the trick still applies, but the ability to bypass faction rules adds an extra spice to the competition.
This expansion is perfect for players looking to refine their strategies in trick-taking games and for those who enjoy exploring different factions and their quirks. It doesn't change the core essence of the game but adds a layer of complexity and fun, ideal for those wanting to extend the lifespan of their favorite Claim games. Get ready to outsmart your opponents with the cunning of the Satyrs!
The main hook of the Satyrs lies in Phase 1: when the card in play is a Satyr, the second player gets a breather. They no longer have to stick to the main faction, which opens up a range of new tactical possibilities. This freedom can turn the game in your favor, allowing for bolder and more unpredictable plays. The basic rule that the highest numbered card wins the trick still applies, but the ability to bypass faction rules adds an extra spice to the competition.
This expansion is perfect for players looking to refine their strategies in trick-taking games and for those who enjoy exploring different factions and their quirks. It doesn't change the core essence of the game but adds a layer of complexity and fun, ideal for those wanting to extend the lifespan of their favorite Claim games. Get ready to outsmart your opponents with the cunning of the Satyrs!
Expansion for
Published additional content
Gallery
Box and component photos
Tap any photo to open fullscreen. Photos submitted by the community or publisher.
Best player count
BGG community vote
2
OK
Soundtrack
Ambience suggested by Melodice
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Mechanics, categories, families and credits
Mechanics
Categories
Families
Publisher
White Goblin Games
Designer
Scott Almes
Artist
Mihajlo Dimitrievski
Community
Data from BoardGameGeek
Frequently Asked Questions
Quick answers before you buy
Do I need the base game Claim or Claim 2 to play with the Satyrs?
Yes! This is an expansion, so you need one of the base games (Claim or Claim 2) to use the Satyr cards.
How many players can participate with this expansion?
The expansion maintains the player count of the base game, which is for 2 players.
Does the game become much more complicated with the Satyrs?
The Satyr rule is quite specific to Phase 1. It adds an interesting tactical layer but doesn't drastically change the overall complexity of the game, making it easy to learn for those who already know Claim.
How long does a game take with this expansion?
The playtime remains the same as the base game, around 25 minutes per match.
Does this expansion add new physical components?
Yes, it adds a deck of cards featuring the Satyr faction to be mixed into the base game's main deck.
Is it worth it for someone who already owns Claim and Claim 2?
If you enjoy exploring different strategies and want more variety in your games, then yes! The Satyrs bring an interesting dynamic that can renew interest in the game.